I am quite impressed with the "
force field"
, Penwielder! Points to you and a sign that says "
nifty"
!
Penwielder wrote:
Part of the trouble is that you can't put guards, mimics (or scripted characters, as far as I know) at the end of the movement order.
Scripted characters have a process order of 9999, meaning they move after all other entities in the room. This means you could script a guard-like entity that would move after the serpent and get caught every other turn in the yellow doors. Depending on your opinions, the fact that mimics move before common monsters (such as snakes) could be seen as a good thing.
The 'speed area' concept is a simpler application of this which never crossed my mind. What would be even more interesting is if we could find a related way to speed up the monsters in relation to Beethro (although a closed door can't stop him from turning--perhaps a separate mimic-based system could?).
With the player always moving first, the only way I could imagine implementing this idea is by having other entities do things that forbid the player from moving by the end of the *last* turn. This would give the player a free turn at the beginning of the room, though. Perhaps someone will think of a way to make this work?
Anyway, attached to my post is a room I ripped right out of the in-progress Ninth Floor of my hold, Krighton's Castle, that uses this idea in little "
arenas"
the player has to enter and conquer. Since there are four of these "
arenas"
in a single room, four serpents had to be used, along with several wubba NPCs that would disappear when the player entered the associated area. Shown from the title screen is a victory demo of the room that displays the challenge.
____________________________
It was going well until it exploded.
~Scott Manley
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